Professional Documents
Culture Documents
Four Against Mars
Four Against Mars
Questions? Ask on the Four Against Darkness Adventurers Guild Facebook group.
Contents
Introduction 4 Attack Modifiers 32
What is This Game About 4 Weapon Modifiers 33
Why Four? 4 Weaponless Fighting 33
Length of the Game 4 Unfamiliar Weapons 33
Enemies Never Roll Dice 4 Defense Roll Modifiers 33
Enemy Level and Highest Character Level 5 Who is Attacked? 34
Dice Codes 5 Running Away from Combat 34
Explosive Dice 7 Chases 34
What Die Does My Character Roll? 8 Enemies Chasing Heroes 34
Die Rolls for Experience 8 Heroes Chasing Enemies 35
Adventure, Game, Mission, Session 8 Enemies 36
Rerolls 8 Minor Enemies 36
Creating Your Team 10 Major Enemies 36
Life 11 Fleeing Enemies 37
Insanity 11 Enemy Reactions 37
Traits 11 Character Classes 40
Trait List 12 Combat Specialist 40
Milestones 17 Medic 41
Skills 20 Criminal 42
Psionic Skills 24 Scientist 43
Combat 28 Survivalist 44
Surprise and Initiative 28 Esper 45
Skulking Away 28 Civilian 46
Fighting and Other Actions 29 Equipment 47
Running Away 29 Carrying Weapons 47
Initiative Summary 29 High Tech Equipment 48
Defeat 31 Salvaging Electronic Components 48
Morale Roll 31 Building Experimental Weapons 49
Ambush Bonus 31 List of Tech Items 51
Special Combat Situations 31 Leveling Up 54
Attacking an Enemy 31 Increasing Life with Level 54
Defending 32 Summary of Experience Rules 54
Encumbrance 55 Alien Weapons Table 78
Searching Areas 55 Alien Drugs Table 79
Search Table 55 Vermin Table 80
Patrolling Enemies 56 Minions Table 81
Patrolling Enemies Table 56 Boss Table 82
Subplots 57 Weird Menace Table 83
Clues and Secrets 60 Robots Table 84
Clues and Dying Characters 61 Side Mission Table 85
Saves 62 Rewards Table 86
Let’s Return Home! 62 Alien Experiments Table 87
Splitting the Team 62 Random Alien Tech Table 88
Fallen Heroes 62 Experimental Tech Name Generator 89
Things to Remember 63 Flying Saucer Table 90
The RPG-Lite Option 64 FAQ 92
Generating a Mission 66 Traps Table 94
Area Types - White Areas 66 Search Table 95
Area Types- Gray Areas 67 Patrolling Enemies Table 95
Area Types - Black Areas 68 Combat Initiative Diagram 96
Random Layouts 68 Weapon Summary Table 97
Random Area Type Table 69 Town Map 99
Missions 70 Play Sheet 100
Rescue 70 Enemies Defeated 101
Sabotage 71 Quick Reference Sheet 102
Search and Destroy 71
Scientific Expedition 71
Medical Supplies 71
Day of the Plantoids 72
The Menace of the Replicating Blob 72
Reptilian Gladiators 73
Plan Nine 73
Encounter Table 75
Special Feature Table 76
Special Events Table 77
Four Against Mars
Introduction
This is an old-school retro science Why Four?
fiction game that can be played
A team of four characters gives
with just this book, a pencil, two
enough variety of abilities to be
dice, and paper. You can play it
interesting with a manageable level
solo, running four characters by
of book-keeping.
yourself, or cooperatively, sharing
four characters with friends.
Length of the Game
What is This Game About? Your first game will take about an
hour and a half. After you
You control a team of four heroes
familiarize yourself with the
(also called PCs or “player
mechanics, a typical game takes
characters”) fighting off an alien
about 45 minutes. Cooperative
invasion in a small town, hopefully
games with multiple players last
trying to discover the aliens’
longer as players will discuss tactics
weaknesses. Aliens have been
and roleplay their characters.
conducting all manners of
experiments on terrestrial life
forms, thus creating countless Enemies Never Roll Dice
dangers, from space zombies to All the rolls in the game are
radioactive giant spiders, for your performed by your characters
heroes to fight. The game is set in when they try to achieve or avoid
your hometown, or -- if you live in something. When the PCs attack
a big city -- in the closest small town their enemies, they roll dice and
with which you are familiar. You compare the results with the
may use its landmarks, businesses enemy’s L (Level) to determine if
and notable persons to add details enemies are defeated. When the
and color to your own game. The enemies attack, your PCs try to roll
theme of the game is small town higher than the enemy’s L,
people vs. aliens from outer space suffering wounds or other effects
and their sinister creations. if they fail.
4
Four Against Mars
In some cases, HCL will have a 2d6: roll two six sided dice and add
minimum or maximum. For them, generating a number 2 to 12.
example, an enemy’s L may be equal 2d8 +1: roll two eight-sided dice,
to HCL, minimum 4. This means the add them together, and add 1 to
foe’s L will be at least 4 even if the the total, generating a number
HCL in the team is lower. from 3 to 17.
d6 x d6: roll two six-sided dice and
multiply the result of one die by the
other, generating a number from 1
to 36.
5
Four Against Mars
6
Four Against Mars
7
Four Against Mars
8
Four Against Mars
9
Four Against Mars
10
Four Against Mars
11
Four Against Mars
12
Four Against Mars
mercenaries (L3 Minions, normal instead. The bonus does not apply
Morale, armed with swords and when the PC uses any weapon
blasters) and must fight them other than a sword, dagger, or knife.
single-handedly. The other PCs 26) Insanity. Due to childhood
may not intervene. If only one is trauma or alien abduction, the PC
encountered, he will be a L5 Boss begins the game with 1 Insanity
with 4 Life. If defeated, the point. No matter which game
character will be captured and may effects are used to reduce the
be rescued by the other PCs with a character’s Insanity score, he or she
rescue mission. will never have less than 1 Insanity.
23) Overweight. The PC is notably 31) Versatile. The PC may learn a
overweight: -1 on all climbing rolls, single Skill that is normally not
-2 on chase rolls, and +1 on allowed to his class. A Civilian who
swimming rolls. rolls Versatile twice may learn 2
24) Drunkard. The character has a Skills not normally allowed to his
drinking problem. At the beginning class.
of every adventure, the character 32) Lecherous. The PC has a strong
must roll d6. On a 1-3, he manages interest in romantic encounters. As
to control his drinking habit and soon as the chance arises, the PC
play proceeds as normal. On a 4-6, should insert a romantic Subplot
he shows up drunk and will be at -1 into the game.
on all rolls, except on saves vs. fear
or terror, against which he will 33) Charisma. The PC has +1 to all
enjoy a +2. As soon as the character Charisma rolls.
is wounded to half his Life points 34) Abducted. The PC was
or lower , adrenaline will kick in and abducted by aliens when he was a
he will sober up. The PC must roll child, and spent a number of years
again to see if he is drunk at the (choose a number 1 to 4) in their
beginning of next adventure. custody until he managed to
25) Knife Fighter. The PC has a escape with some stolen alien tech.
natural talent for bladed combat Roll one d6 per every year spent
and uses a higher tier die in melee with them. For any 6 rolled, the
when fighting with a bladed character gains 1 roll on the Traits
weapon. For example, if the PC’s List (reroll Abducted) OR 1 random
normal die is a d8, he uses d10 piece of alien tech, your choice.
13
Four Against Mars
14
Four Against Mars
61) It’s Only a Flesh Wound. Once 66) Genius. Once per game, the
per game, the PC may ignore the character may perform ONE of the
damage from a single attack or following actions: 1) automatically
cause, no matter if that attack pass a Science roll; 2) automatically
inflicted 1 or more points of generate 1 Clue after a victorious
damage. combat encounter or after finding
62) Hunter. The character has +2 a piece of alien technology; 3)
on Chase rolls. When shooting at a automatically pass a Save vs. a
fleeing enemy, he has a +2, not +1, psionic/mental attack. The ability
bonus on his Attack roll with a resets at the end of the game. The
ranged weapon. automatic successes on Science
rolls or Saves must be declared
63) Resilient. The character’s INSTEAD OF rolling the die (you
maximum Life is increased by 1. may not roll the die and then
The character does not receive an choose to use the automatic
extra Life point. It is just the level success if you roll a failure).
cap that is increased by 1. The
character will still have to increase
his Life by levelling.
64) Unlucky. The PC has rotten
luck. The fist time that a game
effect affects a random character,
it affects the unlucky
character instead. If that
attack or danger requires a
Save or a Defense roll, the
character rolls at -1. If there
are two or more Unlucky
characters, randomly
determine who is affected.
65) Ailing. The character has
1 Life less than normal for his
class and Level.
16
Four Against Mars
17
Four Against Mars
18
Four Against Mars
19
Four Against Mars
20
Four Against Mars
Zeta-reticulan
experiments on
Earth amoebas and
alien monocellular
creatures have
created a variety of
“blobs” that move
around, trying to
swallow living
creatures to
increase their own
body mass. When
their body mass
reaches a certain
stage, they will split
into two or more
“child” creatures.
21
Four Against Mars
22
Four Against Mars
23
Four Against Mars
24
Four Against Mars
Electrokinesis: The Esper controls Mental Blast: This ability lets the
the electrons in the air and uses user attack living organisms with a
them to control electricity. Once telepathic blast that inflicts 1
per game, the Esper may spend damage. The blast works only on
one action to do one of the living creatures with a complex
following: nervous system. It cannot affect
1) Throw a lightning bolt from his zombies, blobs, androids, or
hands. This counts as a ranged robots. It can affects plants only if
attack that hits with a bonus the Esper also posseses the Plant
equal to the Esper’s Level, and Communication Skill. Mental Blast
and additional +2 against ignores any armor effect (all those
robots, spaceships, and flying abilities that allow the target to
saucers. ignore damage). The ability may be
used at will and it works as a
2) Absorb electricity from an ranged attack for all other
energy being, automatically purposes. It may be used as a
inflicting 4 wounds on such a ranged attack against a fleeing
creature. enemy.
3) Defend at +2 against electrical Mind Reading: The Esper may,
weapons for the duration of a once per game, perform a Psi roll
whole encounter. This version against any living boss (not robots,
of the ability does NOT require plants, zombies, and blobs, but
the expenditure of an action. including energy creatures). This
The bonus is simply applied to may be performed in combat (the
the character’s Defense rolls. Esper forfeits his combat action to
Karma Control: Roll three dice for do so) or during a peaceful
the Esper before the beginning of encounter. If the roll fails, nothing
the game, using the Esper’s tier die, happens. If the roll succeeds, the
and write them down on your play Esper gains 2 Clues or triggers a
sheet. During the game, the Esper Subplot.
may use one of those rolled results Plant Communication: The Esper
in lieu of rolling a die. You must with this Skill may use Circadian
decide to use one of the “pre- Rhythm Manipulation and Mental
rolled” results BEFORE rolling the Blast on plants. In addition, once
die. per game, the Esper may get an
25
Four Against Mars
26
Four Against Mars
Skill ONLY IF he already knows the used at will. The shield is perfectly
Telekinetic Shield Skill. The Bubble transparent and does not offer
will go down if the Esper is hit or concealment of any kind. The
affected by psionics, not if the Telekinetic Shield may not be used
wearer of the Bubble himself is hit at the same time a wearable
or affected by psionics. forcefield or wrist-mounted
The telekinetic bubble is not forceshield generator is used.
compatible with a wearable
forcefield or a wrist-mounted
forceshield generator.
Telekinetic Crush: Once per game,
the PC may perform a ranged
attack that ignores armor (all those
abilities that allow the target to
ignore damage) and inflicts 2
damage upon a target. Using this
ability requires a successful Psi
roll against the target’s L. If the
Esper rolls multiple times over
the target’s L, add 1 damage
(not 2) for each time he
surpasses the target’s L.
Telekinetic Shield: During
an encounter, the Esper
spends 1 action to set up a
telekinetic shield around his
body. For the duration of that
encounter, the Esper’s Defense
rolls are at +2 UNTIL the Esper is hit
or affected by any psionic effect. If
the Esper is hit, the pain will tear
down the telekinetic field and the
shield will vanish. The Esper may
still spend 1 action to set up the
shield again later. This Skill may be
27
Four Against Mars
Combat
You will often encounter enemies enemy’s L. Those succeeding the
and have to fight them. This section Stealth roll may attack with an
describes the procedure for ambush bonus (+1 to Attack rolls,
combat. +L for criminals) or skulk away
unnoticed (see below). Those who
Surprise and Initiative fail the Stealth roll are spotted by
the enemy and must either attack
When you encounter a potential
immediately or wait for the
enemy, two situations may occur:
enemy’s Reaction if the other PCs
1) The enemies ambush your haven’t attacked the enemy.
team. They go first. Roll for their
Reaction to determine what they Rolling for Stealth is an
do. If an enemy has a chance to option. You may always
surprise your team, its description decide that all your team will
will say so, generally as a X in 6 fight or wait for the enemy’s
chance of it happening (such as, Reaction. If you don’t wait
“Martian scouts have a 2 in 6 and aren’t surprised, you can
chance of surprising your team”). attack first.
Roll d6 and determine if they
ambush your team. 2 in 6 means Skulking Away
that if the die rolls a 1 or a 2, they A character passing a Stealth roll
surprise you; if you roll a 3, 4, 5 or may skulk away unnoticed,
6, they do not. effectively avoiding the encounter.
If any of your characters have the Those doing so do not gain any XP
Danger Sense Skill, the chance of rolls or loot from that encounter.
surprise is reduced by 1 for each PC Skulking away means that the
with Danger Sense, so a 2 in 6 characters are still in the same area
chance becomes a 1 in 6, and a 1 in but slowly move away from the
6 chance becomes no chance of encounter. If some PCs skulk away
surprise. and other remain to fight, the one
2) If the enemies don’t surprise who skulked away may rejoin the
your team, your characters may fight later (but they will lose one
perform a Stealth roll vs. the
28
Four Against Mars
turn doing so) or rejoin their humans tend to attract the alien
comrades at the end of the combat. invaders’ attention! If you are
running to your Safe House, there
Fighting and Other Actions is a 2 in 6 chance that your Safe
House will now be compromised.
Once combat begins, the two sides
This simply means that, from now
simply alternate attacking until one
on in the campaign, that area is no
side is defeated or decides to run
longer counted as a Safe House,
away. Performing an attack takes
and you must roll for events and
the whole turn. Characters may
encounters when you enter it.
perform other actions during a turn
(give first aid, run away, ready a
grenade, throw a grenade, use a Initiative Summary
psionic power, change weapon, When an encounter happens, do
pick up a dropped weapon or an the following in order:
object from the ground, use a drug, 1) If the enemy has a X in chance of
or any other action described in the surprising you, roll d6 to determine
rules), but they forfeit their attack if they do so. This is a single roll for
when doing so. If an action is the whole team.
described as a FREE or
instantaneous action, however, the 2) If the enemy does not surprise
PC may perform it for free (the your team, all of your characters
character does NOT lose his chance may perform a Stealth roll to
to attack that turn). determine if they manage to go
unnoticed. PCs who succeed may
skulk away unnoticed (ignore the
Running Away encounter) or attack the enemy
You may decide to run away at any with an ambush bonus (+1 for
moment, including at the beginning everyone, +L for criminals).
of a combat (on your turn). If the
3) You may go first, or wait and
enemies want to capture you, or
determine what the enemy will do
are fighting to the death, they will
by performing a Reaction roll. Each
chase you (see Chases). When you
enemy listing has a Reactions table
run away from a fight, you run to
in its description. A Reaction roll
any adjacent area on the town
means rolling d6 on the table and
map, but you will roll at +1 on the
applying the result. Enemies may
encounter and event roll. Running
29
Four Against Mars
30
Four Against Mars
31
Four Against Mars
32
Four Against Mars
33
Four Against Mars
enemy’s L or rolls any result that who receives any outstanding extra
grants an explosion on the die, the attacks.
character takes no damage from
the attack. Running Away From Combat
Defense Roll Failure: if the Sometimes, you might want to run
Defense roll is equal to or lower away from an overwhelming
than the enemy’s L or if the opposition. As the team does so,
character rolls a natural each enemy will attack once. Each
(unmodified) 1, the character takes character must make a Defense roll.
ONE wound. Mark 1 Life off the
If a character is killed while running
character’s profile. Some powerful
away, his equipment is considered
enemies inflict 2 or more damage
lost and may not be redistributed
points on a successful hit, as
to the other members of the team.
explained in their description. If no
damage number is mentioned, the Sometimes, enemy will run away
attack inflicts 1 damage. from a combat, due to a failed
Morale roll or some other game
Who is Attacked? effect. When this happens, each
character may perform one attack
Which PC is attacked depends on at +1 at a fleeing enemy, or decide
the number of enemies. to chase them (perform a Chase
In an encounter with fewer roll).
enemies than characters: Each
enemy MUST attack a different PC.
If there are not enough enemies to
attack all of the characters, you
Chases
decide which character is not
attacked.
Enemies Chasing Heroes
When your team runs from a
In an encounter with as many
combat and the enemies chase
enemies as there are characters:
them, choose a neighboring area.
Each character receives 1 attack.
Your team is trying to escape into
In an encounter with more that area. Each PC should make a
enemies than characters: Each Stealth roll against the enemy’s
character receives an equal Level. The rolls are at -2 if the
number of attacks, and you decide opponents are on a flying saucer.
34
Four Against Mars
The rolls are also modified by the captive character, or possess some
area Stealth modifier, if any. If the interesting loot that the PCs want.
characters are running into an area The PCs must perform a Chase roll,
of dense woods, for example, it will rolling their tier die vs. the enemy’s
be easier for them to lose their L. If at least one character manages
chasers. Characters with the Quick to catch up with the enemies, the
Footed Skill roll at +2. enemies will stop and fight. PCs
PCs who pass the roll are separated who fail the Chase roll will enter the
from the rest of the team and combat 1 turn later. If all chasing
manage to flee to safety, but must PCs fail their roll, the enemies
roll for an encounter as normal for manage to escape to safety.
the new area into which they PCs may not chase enemies flying
moved. away in a vehicle unless they have
PCs who fail the test must fight the same vehicle or a faster one.
again against the opponents and
the opponents get to attack first. At
the end of the combat, if the heroes
win, any survivors will
automatically join the rest of the
group. If the PCs lose, any surviving
enemies will try to catch up with the
fugitives, and the fugitives must roll
for Stealth again, at +1. Repeat the
process until all the characters
manage to escape, all enemies are
defeated (if they run due to a failed
Morale roll they will obviously give
up chase), or all heroes are
dead/captured.
35
Four Against Mars
36
Four Against Mars
37
Four Against Mars
you may roll on the rewards table assume they have a non-lethal
to determine your reward or gain setting. All characters killed in the
1 XP roll or play a Subplot. If you encounter are just knocked out or
refuse to accept the Side Mission, paralyzed and must roll on the
the enemy’s Reaction changes to alien experiments table to
peaceful or fight (your choice). determine their fate.
Mental Challenge: If your team Kidnap Men/Women: These alien
has at least one Esper or a piece of will try to kidnap only male or
alien tech allowing you to fight in female characters. Attacks on those
mental combat, the enemy will they try to kidnap are non-lethal,
challenge a psionic character of while attacks on others are lethal.
your choice to a mental duel. The Once all their targets have been
other characters may not knocked out, they will spend 1
intervene. Roll d6 +L for the Esper. action to grab the knocked out
If the result equals or surpasses the characters and use their next
enemy’s L, the Esper wins: the action to run away. Unless the rest
enemy walks away and you may of the team catches up with them
take its loot, if any. If the Esper and frees the kidnapped
loses, he loses 1 Level (an Esper characters, roll on the alien
may be demoted to Level 0, losing experiments table once per every
the ability to use psionic abilities kidnapped victim to determine
until he performs an XP roll and their fate.
goes back to Level 1). A 0 Level
Esper succeeds XP rolls on a 2+ (a
roll of 1 is still a failure).
If you cannot or do not want to
accept the mental challenge or if
your Esper loses the challenge, the
enemy will fight and the Esper will
gain 1 Insanity point. Enemies
losing a mental challenge count as
defeated for purposes of XP rolls.
Abduct: The aliens will attack with
stunners or other non-lethal
weapons. Even if they are equipped
with an otherwise lethal weapon,
39
Four Against Mars
Character Classes
Each class has starting equipment and a formula for calculating their Life
points. Note that there is a maximum number of Life points each class
can have. Skills are not “free”, but must be earned with successful XP rolls.
Each successful XP roll lets you increase a character’s Level by 1 OR gain
1 Skill available to that class.
Combat Specialist
Ability: A Combat Specialist always
adds his Level to his Attack rolls.
Weapons Familiarity: All.
Starting Equipment: backpack,
light armor, shotgun or assault
rifle (your choice), hand
weapon (combat knife,
baseball, or fire axe), 1
fragmentation grenade.
Life: 5 + Level. A 1st Level
Combat Specialist has 6
Life. Maximum Life: 12.
Available Skills:
Accuracy, Acrobatics,
Danger Sense, Deadly Shot,
Demolitions, Dodge, Double
Attack, Draw Attacks, Extra Vitality,
Fast Draw, First Aid, Grenade
Chucker, Leadership, Martial Arts,
Predict Tactics, Rapid Fire, Skewer,
Stealth, Saboteur, Tough.
Optional: 1 random Trait and 1
Milestone of your choice.
40
Four Against Mars
Medic
Ability: A Medic may treat diseases and wounds by rolling vs. the disease’s
Level. After each encounter, the Medic may heal 1 Life to every character
that was wounded during that encounter, including him/herself. No
character may benefit from the help of more than one Medic or first aid
per encounter.
Weapon Familiarity: pistol, knife
Starting Equipment: first aid kit, 1 light weapon, 1 pistol, 1 random alien
drug (roll on the alien drug table)
already modified for human use
if necessary.
Life: 4 + Level. A 1st Level Medic
has 5 Life. Maximum Life 8.
Available Skills: Additional
Weapon Familiarity, Chemistry,
Diplomacy, Extra Vitality, Keen
Eyes, Learn from Experience,
Leadership, Martial Arts,
Performer, Pest Control,
Psychology, Spot Weakness.
Optional: 1 random Trait and 1
Milestone of your choice.
41
Four Against Mars
Criminal
Ability: A Criminal adds +L on rolls to disarm traps and Stealth rolls.
A Criminal adds +1/2 Level to Defense rolls.
A Criminal adds +L to Attack rolls when enjoying an ambush bonus.
Weapon Familiarity: knife, club, pistol.
Starting Equipment: Rope, lock picks, light hand weapon (knife or club),
flashlight, pistol.
42
Four Against Mars
Scientist
Ability: Add +L to all
Science rolls to
understand, repair,
modify, or invent
technology. Add +L to
Attack rolls with
experimental weapons
against weird menaces,
robots, and atomic
monsters.
Weapon Familiarity:
light weapon, 1 alien
weapon (see below), all
experimental weapons.
Starting Equipment:
Light hand weapon,
books, writing
implements, 1 random
alien weapon (roll on
the Alien Weapons
table; the Scientist
automatically has
familiarity with that weapon), access to a lab (+1 to Science rolls if there
is a lab in the area).
Life: 3+ Level. A 1st Level Scientist has 4 Life. Maximum Life 8.
Available Skills: Additional Weapon Familiarity, Chemistry, Demolitions,
Detective, Diplomacy, Electronics, Entomology, Learn from Experience,
First Aid, Keen Eyes, Leadership, Martial Arts, Performer, Pest Control,
Predict Tactics, Psychology, Spot Weakness, Saboteur, Stealth.
Optional: 1 random Trait and 1 Milestone of your choice.
43
Four Against Mars
Survivalist
Ability: A Survivalist adds
+L on saves vs. all dangers
from the traps table,
saves vs. disease, and on
attacks with melee
weapons.
Weapon Familiarity: All.
Starting Equipment:
Light armor, hand
weapon, two-handed
melee weapon or bow,
shotgun or assault rifle,
backpack, Swiss army
knife, flashlight, dry
rations, water filter. The
Survivalist has one
hidden cache containing
any 3 non-alien items
hidden in any one
location in town (place
them before the
beginning of a game),
and may take them by
moving onto that location. You may decide what the items are when
you open the cache.
Life: 6+ Level. A first Level Survivalist has 7 Life. Maximum Life: 14.
Available Skills: Acrobatics, Danger Sense, Demolitions, Dodge, Draw
Attacks, Extra Vitality, Fast Draw, First Aid, Keen Eyes, Knife Throwing,
Leadership, Learn from Experience, Martial Arts, Predict Tactics, Quick
Footed, Terror Tactics, Skewer, Saboteur, Stealth, Tough.
Optional: 1 random Trait and 1 Milestone of your choice.
44
Four Against Mars
Esper
Ability: An Esper adds +L to all Psi rolls and may use Psionic Skills. The
Esper starts with 1 Psionic Skill and may gain new ones with XP rolls.
Weapons familiarity: Light weapon.
Starting Equipment: Knife, books on psychic phenomena.
Life: 4 + Level. A 1st Level Esper has 5 Life. Maximum Life 8.
Available Skills: Any psionic Skills, Acrobatics, Additional Weapon
Familiarity, Danger Sense, Detective, Diplomacy, Dodge, Learn from
Experience, First Aid, Keen Eyes, Leadership, Martial Arts, Performer,
Predict Tactics, Psychology, Quick Footed, Spot Weakness, Stealth.
Optional: 1 random Trait and 1 Milestone of your choice.
45
Four Against Mars
Civilian
Ability: Civilians start with 3 Skills from their list of available Skills.
Luck: Civilians have a number of Luck points equal to their Level. They
may spend at any moment 1 Luck point to reroll any failed die roll (Save,
Defense, or Attack). Spent Luck points return between adventures.
Weapon Familiarity: One of the following: light hand weapon, shotgun,
pistol, bow.
Starting Equipment:
Backpack, shotgun or pistol
or bow, knife, rope, clothes
appropriate to the season.
Life: 4+ Level. A 1st Level
Civilian has 5 Life.
Maximum Life is 8.
Available Skills: Additional
Weapon Familiarity,
Acrobatics, Chemistry,
Detective, Diplomacy,
Dodge, Electronics,
Entomology, Extra Vitality,
Learn from Experience, First
Aid, Keen Eyes, Leadership,
Martial Arts, Performer,
Pest Control, Psychology,
Slippery, Stealth, Tough.
Optional: 1 or 2 random
Traits (you choose how
many) and 1 Milestone of
your choice.
46
Four Against Mars
Equipment
Here is a list of common items Bow: A bow has no modifier. The
characters can have. At the bow is a silent weapon. A character
beginning of the game, PCs have attacking with an ambush bonus
the starting equipment on their can count the ambush modifier on
class profile. During the game, they his first TWO attacks, not only on
may pick up loot from defeated the first.
enemies or other sources. All First Aid Kit: This is required to use
characters are assumed to wear the First Aid Skill. A Medic needs the
appropriate clothes and carry first aid kit to heal wounds and
enough food, drink and basic treat diseases.
prescription drugs for their
everyday needs. Alien tech is rare Hand Weapon: This is a standard
and may be found only as loot melee weapon like a sword, axe,
(exception: scientists begin the mace, baseball bat, or a large
game with 1 random alien tech cleaver. Choose whether you want
item). a crushing or a slashing weapon. It
requires one hand to use and has
no bonus to Attack rolls.
Carrying Weapons
Light Armor: Light armor adds +1
You may carry more than one
to the wearer’s Defense rolls.
weapon. Note your “ready”
Certain attacks from enemies
weapon on your profile. That’s the
ignore this bonus. If the original
weapon you carry in your hands
wearer dies, you may reassign light
under normal circumstances.
armor to another character. Light
During combat, you must spend a
armor worn by civilians is
turn to exchange weapons unless
something like a biker’s helmet,
you have the Fast Draw Skill. You
boots and a thick leather jacket.
may always change what you are
holding in your hands before Light Hand Weapon: A light hand
entering a new area. weapon gives you -1 on Attack rolls.
Choose whether your weapon
deals crushing or slashing damage.
47
Four Against Mars
Examples of light weapons include
sticks, knives, daggers, and tools
High Tech Equipment
used as improvised weapons, like High tech equipment is alien tech
a hammer or a large screwdriver. that has been adapted for human
use. Most weapons do not need
Rope: This may be necessary to tie
this adaptation, since the hands of
up an unconscious enemy or to
Zeta-Reticulans and Martians are
help a friend climb out of a pit.
pretty similar to human hands. For
Two-handed Weapon: This all other objects, a Science roll
weapon requires two hands to be against the Level of the object is
used but gives +1 to your Attack required. If the object is already
rolls. Choose whether it deals known to the team, because a
crushing or slashing damage. character already has a copy of that
Examples: large stick, quarterstaff, item, the Science roll is not
sledgehammer, samurai sword, necessary. If the roll is a natural 1,
golf iron. the Scientist (roll d6): 1-4 destroys
the item or 5-6 destroys the item
AND loses 1 Life. All team members
Additional weapons are described
can try once. If all fail, the object is
in the Weapon Summary Table in
too complex to operate and must
the appendix.
be discarded.
48
Four Against Mars
49
Four Against Mars
50
Four Against Mars
51
Four Against Mars
52
Four Against Mars
53
Four Against Mars
54
Four Against Mars
55
Four Against Mars
56
Four Against Mars
roll. If the NPC dies, the character who has invented some
gains 1 Insanity. If the character experimental weapon that may be
who played the Subplot dies, the used against a Weird Menace that
NPC will leave the team as soon as terrorizes the area. At any moment,
the team reaches an area without the character may gain the
an hostile encounter. experimental weapon before
The Madman. The team meets a stepping into an area, and
disheveled person who had a automatically meet a random
traumatic encounter with aliens. Weird Menace with 3 additional Life
The person will not join the team points compared to its standard
but may be treated with a profile. The random menace will
successful Science roll (characters automatically attack. If the team
with the Psychology Skill add +L to defeats the menace and the
the roll). The person’s psychological experimental weapon inflicts at
trauma is treated as a L6 disease. least 2 damage upon the creature,
If the roll is successful, the the experimental weapon works
individual recovers and the and may be kept by the team for
character who helped him gains 1 the rest of the campaign. If the
Clue. weapon fails to wound the creature
or the team runs away from the
Mutilated Cattle. This Subplot combat, however, the invention
may be played only in a farm or in does not work and must be
a cottage area. The character finds discarded (it may still be salvaged
horribly mutilated animals and to gain d3 electronic components).
gains 1 Clue and 1 Insanity. In Give it some retro sci-fi name such
addition, any encounter with Zeta- as a positronic discombombulator
Reticulans in this game will have no or tachyonic mass disperser, or roll
chance to surprise the team. on the Experimental Tech Name
The Professor’s Daughter/Son. generator in the appendix.
This Subplot may be played only The Saucer. You may play this
once per campaign. One of your Subplot only in an area where you
character meets an attractive have encountered a flying saucer
person and a romance begins. The or found an alien installation/base.
person joins the team as a L1 You manage to find a saucer and
citizen. He or she is the steal it if you defeat the aliens that
daughter/son of an aged professor
57
Four Against Mars
are guarding it. Roll three tractor beam from a spaceship. The
encounters (one with Minions, one other characters may leave him to
with a boss, and one with a Weird his fate or jump in the beam and
Menace) and if you defeat all three, follow him on the spaceship.
the team may enter the saucer. If they leave him to his fate, the ship
Once you are in, you may move to will zoom away and they will meet
any area of the town or use the the character again after d6 areas,
saucer to attack any Weird Menace or at the end of the adventure as
that you know about (for example, they return to their Safe House,
a giant monster that is causing whichever happens first. The
havoc in some area of town). character will have to roll d6 on the
Anyway, every time you move into alien experiments table to
a new area, there is a 3 in 6 chance determine what the aliens did to
that another saucer (roll on the him.
random saucer table) will spot you
and attack you. You may at any If they join him, all the team will be
moment fly back to your Safe transported aboard a space ship
House as long as you aren’t and will have to fight their way out.
engaged in aerial combat by Characters will have to resist an
another saucer and deliver the HCL+1 intensity paralyzing ray (roll
saucer to the authorities, gaining 2 every turn until the character
XP rolls when you do so. Once a breaks free). Characters that
character has been flying or using manage to break free will have to
the guns in a saucer, you may use fight a random group of Minions
a successful XP roll to gain the (use the maximum number of
Spacecraft Piloting and Spacecraft Minions for that encounter) and an
Gunnery Skills, that let you add the HCL+1 boss of the same race.
character’s L when attacking with When the boss is killed, you may
saucer guns or when the saucer have the saucer crash, with each
you pilot is rolling to defend from character taking d6 damage but
other ships’ attacks. otherwise surviving the crash
landing (unless the damage is
Abducted: Play this Subplot only enough to kill them, of course!) Or
when instructed to do so from a one of your characters may try to
table result or other rule. A pilot the saucer to a safe landing
random character is abducted by a (Save vs. L7 piloting; characters
58
Four Against Mars
59
Four Against Mars
60
Four Against Mars
61
Four Against Mars
62
Four Against Mars
● Total team kills happen. It’s a one GM and one player you can still
fact of adventuring Life. Choose play: this is called One-on-One
wisely when to run away and gaming.
when to keep fighting. In a RPG-lite game, the GM keeps
● Secrets and Subplots let you track of the enemy’s Life points,
steer the story in the direction remembers to take their Morale
you want. Use them wisely! rolls, and reminds the players of
the rules. The GM should also make
sure that loot and XP rolls are
The RPG-Lite Option distributed fairly among all the
participants. Characters are not
This game, like its fantasy
supposed to be arguing: they
predecessor Four Against Darkness
should cooperate and act like the
has been designed as a solo game,
heroes of a movie. Every time the
but this need not be the case. If you
players argue, the GM should let
are an adult playing with children,
them decide with a vote. If that
or an expert player playing with
doesn’t work, the GM decides as
casual or first-time gamers, you
fairly as possible, and the other
might want to run the game like a
players must accept her decision.
rules-light, no-preparation, pen-
and-paper roleplaying game. Keep the enemies’ Reaction tables
Adventures can be played one after secret, so the players must plan
the other like the chapters in a their character’s behavior without
book. This continued play is called knowing the odds. Be prepared to
a campaign. In a campaign, the embellish the results from the
heroes retain the levels, tables with vivid descriptions,
equipment, and treasure telling your players what their
accumulated in the previous characters see, smell, or hear. Play
games, thus being able to face the role of any enemies they meet.
bigger challenges. Wounds are fully Be prepared to improvise: players
healed between games. will surprise you and take
unexpected paths. Nearly any
The most experienced or creative
action that the characters may
player should become the game
attempt and is not described in the
master (GM) and the other
rules can be treated as a Save. The
participants will play the roles of
only tricky part is deciding how
the adventurers. If you have only
63
Four Against Mars
difficult the action is, and which Once you have run through a few
classes may add their L, half their random missions generated with
L, or just a +1 bonus (or no bonus the tables in this book, you will be
at all!) to that Save. This depends able to invent new ones. You could
on the type of action. Make sure design your own random tables for
that each character gets a chance events and enemies, and create
to shine. Here are a few specific towns with different
suggestions: problems and different alien
● Survivalists and combat invaders. Adventures should not be
specialists are strong. They can limited to invaded towns: as the
lift weights, bash down doors, heroes become more powerful,
and resist pain and disease. they could hijack a flying saucer
and bring the action in space or on
● Criminals are agile and other planets. Watch old, black and
dexterous, so they should be white science fiction movies for
good at climbing, dodging, or inspiration.
avoiding traps and surprise
attacks.
● Scientists know stuff! They are
respected. People ask for their
advice. In the 50’s, the world
trusts Science!
● Do not have the players roll for
everything. Certain actions will
be impossible and others will
be automatically successful.
Just use logic and your sense of
drama. If you are in doubt, just
ask yourself: what would
happen in this situation in an
exciting book or movie?
64
Four Against Mars
65
Four Against Mars
66
Four Against Mars
67
Four Against Mars
14 Police Station
15 Library
16 River
17 Labs
18 Monument or Landmark
19 Steel Factory
20 High Rise buildings
68
Four Against Mars
69
Four Against Mars
70
Four Against Mars
71
Four Against Mars
72
Four Against Mars
73
Four Against Mars
Roll on this table when the Encounter table tells you to do so.
75
Four Against Mars
Roll on this table when the Encounter table tells you to do so.
76
Four Against Mars
77
Four Against Mars
78
Four Against Mars
All Minions have 1 Life each and inflict 1 damage. Keep a tally of your
encounters with Minions. Surviving 10 encounters gives you 1 XP roll. It doesn’t
matter HOW MANY Minions you encounter. Each encounter counts as 1, and
when you total 10, you get 1 XP roll.
80
Four Against Mars
82
Four Against Mars
Battle Robot. Level HCL+1, Life= HCL (minimum 4), 1 attack, 2 damage. Each
2 blow on the robot (except attacks with electrical weapons) has a 2 in 6 chance of
bouncing off. Morale +1. Reactions: 1-2 ignore, 3-6 fight.
Giant Destroyer. Level HCL+4, Life= HCL (minimum 4), 4 attacks, 2 damage. Each
3 blow on it has a 4 in 6 chance of bouncing off. Morale: never flees. The giant
destroyer never pursues fleeing characters. Reactions: 1-3 ignore, 4-6 fight.
Atomic Robot. Level HCL+5, Life = HCL+4, 2 attacks, 3 damage per attack. All
attacks on it have a 4 in 6 chance of being deflected by its armor. Any blow that
goes twice over the robot’s L dents its armor. When this happens, reduce the
6 chance of the armor deflecting attacks by 1. This is cumulative, so multiple results
like that may lower the chance of deflection to zero. When the atomic robot is
destroyed, it explodes, and all characters must defend against an HCL attack or
lose 2 Life. Reactions: 1-3 ignore, 4-6 fight.
Robots are unaffected by poison and gases, and are attacked at +2 by electrical
weapons. A Scientist using an experimental weapon against a robot adds +L to the
Attack roll. Defeating a robot gives 2 XP rolls to the team.
83
Four Against Mars
I want him alive! As 1, above, but you must subdue the boss, tie
3
him up, and take him to the area to complete the mission.
Bring me that! You must locate some object and return it to this
area. Roll on the Alien Tech table to determine what the object is.
If you already possesses that object, roll again until a different
4 object is selected. Every time you kill a major foe, there’s a 1 in 6
chance that you will find that object. While bringing the object, all
foes with a Capture Reaction on their Reaction table will try to
capture the character carrying the item.
When you complete a side mission, pick one of the following rewards:
1) gain 1 XP roll, 2) play a Subplot, or 3) roll on the Rewards table.
84
Four Against Mars
85
Four Against Mars
Abducted PCs will be found d6 areas later, or at the end of the adventure,
whatever comes first. Roll for each PC separately on this table to determine
their fate.
86
Four Against Mars
87
Four Against Mars
88
Four Against Mars
89
Four Against Mars
90
Four Against Mars
Can I exchange
equipment
between two
characters?
Yes, in any situation
except during a
combat. During a
combat, two
characters wanting
to exchange
equipment must
forfeit their attacks
to do so.
What is a
Charisma roll?
It is just a name for a
specific type of roll
that applies in a social
situation, for example
when a character is
trying to persuade an
NPC to help him.
91
Four Against Mars
92
Four Against Mars
93
Four Against Mars
Patrolling Enemies
Table (d6)
Roll on the
1
Vermin table.
Roll on the
2-3
Minions table.
Roll on the
4 Weird Menace
table.
Roll on the
5
Boss table.
Roll on the
Robots or
6 Flying Saucer
table, your
choice.
94
Four Against Mars
PCs failing the Stealth Save PCs passing the Stealth MAY do
MUST do one of the following: one of the following:
95
Four Against Mars
Weapon Summary table
Light weapon (stick, knife, short sword, thrown weapons). -1 to Attack
rolls.
Hand weapon (sword, baseball bat, hammer, axe): no modifier, one
handed.
Two-Handed weapon (katana, sledgehammer, large axe, two-handed
sword, halberd): +1 to Attack rolls, two handed.
Bow: If user has an Ambush bonus, may use the Ambush bonus for 2
Attack rolls instead of 1.
Thrown knife: -1 to Attack roll (light weapon), but +2 if used to attack a
foe that is running away.
Pistol: +1 to Attack rolls, one handed.
Laser Pistol/blaster: +1 to Attack rolls, one handed. Uses 1 battery per
game.
Shotgun: +1 to Attack rolls, 2 handed, +2 vs. Vermin.
Submachine gun, assault rifle: two handed, +1 to Attack rolls, or 2
attack per turn with no bonus if you have the Rapid Fire Skill.
Stun rifle: Two handed, +1 to Attack rolls. No effect on zombies, blobs,
robots or vehicles. Non-lethal.
Electric pistol: One handed, hits at +2 against robots. No effect on
electrical entities.
Electric rifle: Two handed, hits at +1, hits at +2 against robots. No
effect on electrical entities.
Hand flamer: One handed, hits at +1, +2 vs. zombies. Damage 2 vs.
blobs and giant spiders.
Fragmentation grenade: One use, one action to ready it, one action
to throw it. Perform 3 attacks at +1. Do not add the user’s L to the
Attack rolls. If you have the Grenade Chucker Skill, you inflict a
minimum of 2 damage.
96
Four Against Mars
Electrical whip: targets hit lose 1 Life and their next action. No more
than 1 action is lost per turn, so the effects of multiple hits from
electrical whips are not cumulative. On an Attack roll of 1, the whip
runs out of energy. Use 1 action and 1 battery to recharge it. +1 to
Attack rolls against robots (but they do not lose actions when hit).
97
Town Map
Connectors show where you can move.
This does not represent actual roads
and distances but the team skillfully
moving to avoid heavily patrolled zones.
1) Warehouse
9) Condos
10) Church
12) Stadium
� NOTES
101
is an atomic-age, science-fiction, pen-and-paper
game. Using the popular system, you will play
solo or coop missions against alien invaders in a small town. Battle
Martians, Venusians, Reptilians, Zeta-Reticulans and their monsters.
Available characters include scientists, survivalists, combat specialists,
criminals, espers, medics, and civilians. You just need pencil, paper,
polyhedral dice, and plenty of imagination.
This is a complete, stand-alone game. No other books are required.